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Thread: OTT CYM Mission 12 – And The Beat Goes On – 27th September 1916 by Mike

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    Default OTT CYM Mission 12 – And The Beat Goes On – 27th September 1916 by Mike

    OTT CYM Mission 12 – And The Beat Goes On – 27th September 1916
    “Do you ever wonder that to win, somebody’s got to lose” (The Whispers)

    This mission takes place during The Battle of Thiepval Ridge 26th- 28th September 1916.
    It involves artillery cooperation, to destroy enemy targets, using a trial flight pattern that will shortly be introduced, as standard, to the RFC.

    With a British attack intended, on German positions on Thiepval Ridge, the objectives of ground troops will not only be the German trench positions, but will include two redoubts, Schwaben and Stuff. In preparation, Entente aircraft are required to target the artillery positions in these redoubts, whilst Central Powers aircraft are required to target the British artillery that threatens their own. You will attempt to fulfill the mission from one side or the other.

    You have two aircraft at the start: One two seater and one scout as escort, plus a second two seater should the first be lost or forced to retire before fulfilling its orders. Your choice of aircraft from whatever was available at the time.

    The enemy have two scouts plus one in reserve, should it be necessary, as above.

    Set up – Use the equivalent of two mats placed long edges together, one friendly and one enemy. Two target locations will be placed on the enemy mat at the start of the mission (See photo). The mission will continue until both targets, are destroyed or the mission has failed, after which all aircraft still flying will call it a day and head home. Failure is not an option though – you hope!

    The two seater will start the mission as per the photo, pointing towards the mid point between the two target objectives. The scout may start in any position, with part or all of its’ rear base edge within a half range ruler measure of its home base line. These aircraft to be placed before placing your enemy.

    The enemy scouts should be placed randomly, with all or part of their rear base edges on their “home base” long or side edges, facing the two seater i.e. not touching the centre line between the two mats.

    Objectives:
    Two seater(s): Destroy targets through the observer calling in artillery fire.
    Friendly Scout: Defend the two seater(s) and destroy enemy aircraft.
    Enemy scouts, destroy any enemy two seater that attempts to call artillery fire onto your positions.

    The two seater(s) must fly a pattern to call the shots, observe the fall of those shots and make corrections. The player will need to control the two seater in order to do this successfully. Calls to “fire” or to make corrections, must result from the aircraft having been within two range stick measures of any part of the target, immediately prior to the call. On any one target, each shot will result in a 2D6 roll of the dice. To destroy the target the score must be 10 or more. The first call per target is dice only, the second call adds 4 to the rolls, the third call adds six.

    Aircraft Artillery cooperation flight pattern
    You will be attempting to use the diagram below, using straights plus left and right turns only, unless enemy action dictates otherwise. It will be noted that a complete cycle for a two seater will allow both targets to be fired upon once.
    The diagram shows the pattern standardised for RFC pilots arising from experiences from early during the Battle of the Somme, theirs being with those calls numbered “1” only. Those marked “2” are added for the convenience of this mission. The pattern was deemed necessary because during this period the long aerial for the radio had to be facing the receiver on the ground to be fully effective. You will therefore attempt this pattern, but, be warned, that the movement cards won’t like it. So you will need to be imaginative in their use. This means you will need to make adjustments to the pattern, because the movement cards will not permit the exact pattern prescribed. It can be done, but if you find it too frustrating, the alternative is to fly any pattern you wish e.g. circles, but remember; to signal “fire” or make “corrections” your aircraft must be facing its own lines. Observation of the fall of shots is permitted from any direction, for the sake of the mission.

    Meanwhile the enemy scouts should do their job. They will have one replacement scout should either of the initial two be shot down or forced to retire. You, on the other hand, can only replace the two seater, once. All replacements starting from the original starting line / point.

    Normal rules will apply, including the rule about observers being unable to do two things at once! Miss a call or observation opportunity and its “start again” as soon as the aircraft is in the correct position.
    Diagram of RFC Artillery cooperation flight pattern

    Click image for larger version. 

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    Source: The war in the air; being the story of the part played in the Great War by the Royal Air Force by author H A Jones - Volume III page 311

    Click image for larger version. 

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    In this photo an RFC Sopwith 1 ½ Strutter is placed 1 range ruler measure from the bottom and left hand edges of its friendly mat, pointing at the mid point between the two targets on the enemy mat.

    Two targets have been placed on the enemy mat, 1 ½ range ruler measure from a side edge and 1 range ruler distance in from the centre line between the mats.

    The friendly scout, not shown, may be placed anywhere, facing any direction, so long as part of its rear base is no further from its home base long edge than ½ a range ruler measure.

    Two enemy scouts, also not shown, may then be placed, randomly, so long as part of their base is touching any edge of the enemy mat except the centre line. They should be placed facing the opposition two seater.


    Victory Points: Ground target destroyed 10 points; two seater shot down (SD) or forced to retire (FRTB) 15 points; Scout SD or FTRB 5 points.

    Notes: This was trialed using a Sopwith 1 ½ Strutter. Most of the fun / difficulties arose from trying to work out a flight pattern that would work, approximately, with the manoeuver cards in the deck. You are permitted to trial this yourself before setting up to play the mission (After all it is HQ that will order the standardisation of this flight path). If desperate and still determined to use the prescribed flight pattern, I can provide a set of manouevers that work for this aircraft. I haven’t trialed it with any CP aircraft – sorry guys! And, of course, this does not allow for rudder jams, engine trouble or fire :0

    No doubt I have overlooked many things, so questions will be answered, as usual, to the best of my ability.
    Chau for now,
    Mike

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    There you go guys. I hope you enjoy it. I'll be around, on and off, over the next few days, to answer any queries.

    I think I pointed this out elsewhere already, but just by way of a "heads up" - You are running a mission that I entend to offer, as a competitive version, at Doncaster later this year, assuming that amazing event goes ahead (maybe you'll be there too ). So, if you find it is a complete disaster, at least you'll have the satisfaction of knowing I can make adjustments in time, or run something else. No pressure huh Thanks in advance anyway, I shall forever be in your debt - Lockdown has prevented me from trialing the competitive version in any other way.

    Actually, I've just seen something that I hadn't thought of before. If you fail to knock out a target in the three alloted turns, you will need to start the whole process again or give up. i.e throw 2D6; Same add 4; same add 6.
    I hope that is clear
    Last edited by mikeemagnus; 03-31-2021 at 07:52.

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    Thanks, Mike.

    I assume observers are not allowed to fire if calling for fire, observing fall of shot or making corrections.

    Will have to think about who to put in the air - for storyline reasons.

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    Looks interesting Mike. Question, when you are in position to make the call to fire, is that when you roll the dice and see the result or is there a time lag from call to the actual shot observation?

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    I assume observers are not allowed to fire if calling for fire, observing fall of shot or making corrections.
    Correct Paul Remember though, that observing the fall of shot can be done at any part of the cycle.

    Question, when you are in position to make the call to fire, is that when you roll the dice and see the result or is there a time lag from call to the actual shot observation?
    During testing, I rolled after I had turned back to "Observe the fall of the shot". However, since you can observe the fall from any direction in this mission, I don't think that is critical Peter. Any time between calling the shot and observation of fall should be ok.

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    So, regardless of if you are Eagles or Bulldogs, the two seater and the spotting is your objective correct? Then the opposite force will be the two scouts?

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    Thanks for this Mike - looks like a challenge.
    Might I suggest we play the wounded observer optional rule:
    Wounded Observer:
    Option for obs/recon/bomb missions:
    a. You knock him down for the remainder of the turn he is hit in.
    b. He stays down the whole next turn.
    c. He returns to action at the beginning of the next turn with these penalties applied:
    ie 4 move gun jam & not after steep moves, Split S, Immelmann, climb cards. etc
    d. A second hit and observer is incapacitated for the rest of the game.

    Sapiens qui vigilat... "He is wise who watches"

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    So, regardless of if you are Eagles or Bulldogs, the two seater and the spotting is your objective correct? Then the opposite force will be the two scouts?
    Correct Dan If you are with the Eagles, the two seaters are trying to knock out British Artillery emplacements. If you are with the Bulldogs, the two seaters are trying to knock out the artillery in the German redoubts.

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    Thanks for this Mike - looks like a challenge.
    Might I suggest we play the wounded observer optional rule:
    Wounded Observer:
    Option for obs/recon/bomb missions:
    a. You knock him down for the remainder of the turn he is hit in.
    b. He stays down the whole next turn.
    c. He returns to action at the beginning of the next turn with these penalties applied:
    ie 4 move gun jam & not after steep moves, Split S, Immelmann, climb cards. etc
    d. A second hit and observer is incapacitated for the rest of the game.
    Totally agree Dave - I play that as a matter of course. Sorry, I forgot that not everyone would do so. Thanks for the reminder

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    Re that last post - perhaps I should point out how I play the wounded pilot card rule for two seaters. So, if the tandem receives a "Pilot Wound" card, first draw to see how many wounds are inflicted i.e. I use the green counters, one with a single head and one with two heads. If the latter comes up then two wounds are inflicted (the number depends on how many crew members there are). Then, for each wound inflicted, draw a random token (red with roman numerals) to determine which crew member is hit. In other words, it is possible for one crew member to receive either one or two wounds or for both crew members to receive one wound a piece. After that I apply Dave's campaign option rules as above.

    Sincerely hope that is correct and that it does not confuse anyone

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    Quote Originally Posted by mikeemagnus View Post
    ..Sincerely hope that is correct and that it does not confuse anyone
    Seems more left than right to me Mike !
    Should be draw to see how many crew are hit - token with a single head = 1 hit and one with two heads = 2 (both) hit.
    If it's just 1 hit then draw numbered tokens to determine which eg 1 = pilot, 2 = gunner.
    This is the expanded crew damage optional rule introduced in FotG being applied to tandems.

    Instead of fiddling with tokens I roll a D6 for tandems. On a 1 both crew are hit, 2.3.4. it's whoever is closest, 5.6 is whoever is furthest, from the firer. Odds are slightly different but I've found it a quick solution in game.

    Sapiens qui vigilat... "He is wise who watches"

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    Mmmm. Ok. Thanks for that Uncle. I guess I need to go back and read that rule again properly. I took it from the official rule book, then added in the campaign option rule side of it. Yet another example of dementia slowly creeping in Hey ho - just look on the bright side Mike - you've forgotten the content of all the films and books you enjoyed so much when you were young. So now I can read them all again without spoilers

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    It's in FotG on p9. I don't think it made it into the RAP (?) as that just quotes the basic take a hit, select the crewman version not the multiple hit expanded crew damage optional rule. I don't see it in the newer rules for the Giants either, however, they have included all the tokens to utilise it !
    (They do tell you there are additional tokens & counters nor required for use with the airplane though)

    Here is the Expanded Crew Damage Optional Rule for those interested.
    The Expanded Crew Damage Optional rule allows you to use an even more accurate system to keep track of the wounds suffered by the crewmen, improving the realism level of the game. This symbol means that one of the crewmen is wounded. This special damage must be revealed.
    If you decide to use the Expanded Crew Damage optional rule, you will still use the airplane management card to help you to keep track of the
    wounds suffered.
    If special crew damage is suffered by a plane and if the crew comprises three members, take three green crew tokens (with “1–3” on the backs), two of which have a picture of one crewman and one of which has a picture of two crewmen on the fronts, mix them facedown, and choose one at random. The drawn token indicates the number of crewmen hit.
    If the crew is composed of four or more members, take six yellow crew tokens (with “4+” on the backs), three of which have a picture of one crewman, two of which have a picture of two crewmen, and one of which has a picture of three crewmen, mix them facedown, and choose one at random.
    The drawn token indicates the number of crewmen hit.
    Once you have determined how many crewmen have been hit, you have to check to see who has been hit, so take as many wounded crewman tokens (with consecutive numbers starting from “1”) as there are crewmen on the airplane and then put them facedown on the table. Draw one of those wounded
    crewman tokens at random and reveal it. Now you know the first crewman who is hit, so you have to put a casualty marker on his role circle on the airplane management card and then repeat the procedure if there are any other crewmen hit.

    Sapiens qui vigilat... "He is wise who watches"

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    Brilliant. Thanks Dave - much appreciated Copied and pasted. Shall read and digest. Too late for mission 11 though, which I am about to post. I used my version in that, but i don't think it made a difference, the way things turned out. Just be patient with this old fool
    Chau for now

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    OK Heads Up : Having played this out yet again, I have a feeling that I may have got the Victory points system a little bit wrong. I'll stick with it for now, but will be interested to hear what you all think and am open to suggestions - the polite ones that is

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    I might try my old turning less than 60º method to get on the correct line off the turns as can't make the cards do the job. Needs tweaking a bit but should do for the job.
    https://www.wingsofwar.org/forums/sh...l=1#post126856
    Last edited by flash; 04-08-2021 at 23:23.

    Sapiens qui vigilat... "He is wise who watches"

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    Interesting Dave. I hope that works for you. Myself I just flew a pattern that used only straights and turns but not in a sequence that produced neat arcs and neat straights. You are correct, as I pointed out in the mission, you will never get the cards to produce a nice figure of eight pattern, but you can get close enough for the mission. And when it came to fire on board, I substituted sideslips for straights. Of course, I had a lot of practice at this beforehand, so it was easy for me when I got the hang of it. Which is why I offered to post a sequence of cards that would work under normal circumstances. If anyone still wants them I can put them up.
    Chau for now,
    Mike

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    Quote Originally Posted by mikeemagnus View Post
    OK Heads Up : Having played this out yet again, I have a feeling that I may have got the Victory points system a little bit wrong. I'll stick with it for now, but will be interested to hear what you all think and am open to suggestions - the polite ones that is
    Victory Points: Ground target destroyed 10 points; two seater shot down (SD) or forced to retire (FRTB) 15 points; Scout SD or FTRB 5 points.
    So, the spotters can win this if they nail both targets and the defenders can't shoot down, or, FRTB the tandem and the scout without similar loss to themselves.
    The defenders can win this by shooting down, or, FRTB the tandem even if one target destroyed without similar loss to themselves.
    A big ask but not unreasonable.

    I see your problem occurs when a second aircraft gets involved. Maybe equalise the points for ground target and tandems or reverse them as you and others have mentioned would sort the issue.
    I leave it to your call Mike.
    Last edited by flash; 04-09-2021 at 06:56.

    Sapiens qui vigilat... "He is wise who watches"

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    I may have to play with the cards to see how to make this work. I have a tendency to crash into um-moveable objects because I misjudge my turns at times.

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    So, the spotters can win this if they nail both targets and the defenders can't shoot down, or, FRTB the tandem and the scout without similar loss to themselves.
    The defenders can win this by shooting down, or, FRTB the tandem even if one target destroyed without similar loss to themselves.
    A big ask but not unreasonable.

    I see your problem occurs when a second aircraft gets involved. Maybe equalise the points for ground target and tandems or reverse them as you and others have mentioned would sort the issue.
    I leave it to your call Mike.
    Yea. That's the way I originally saw it. Hadn't thought of equalizing the FRTB tandem and target destroyed points. Still waiting for a few more replies, but I think I know now which way I'd prefer to go.
    Again, thanks for the feedback.

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    OK How does this sound (although would still like to hear from more players)?:
    Target destroyed 10 points to the attacker: Target survives 10 points to the defender.
    Tandem SD 10 points to the defender: Tandem FRTB 5 points to the defender.
    Scout SD 10 points : Scout FRTB 5 points.

    I have to be careful here though, as such a system would more than reverse the points for my own mission

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    Just played this this afternoon. My chaps got bounced by a pair of Albatrii before they really got going, they got one shoot away before they were all FRTB...!
    Uncle is deciding whether to send up another tandem but without escort that would likely be an unsuccessful one way mission.

    Sapiens qui vigilat... "He is wise who watches"

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    Making the cards work should be a simple matter of adjusting the approach angle. In the diagram the approach angle is 45 degrees from N. With a turn of 135 counter-clockwise the plane is heading due W; another turn of 135 and it's heading i s135 degrees (from N). Then the turns are done in reverse order (i.e., clockwise) to make the pattern symmetrical.

    To make 60 degree turns work (i.e,, 2 turns of 60 degrees = 120 degrees), I will adjust the approach angle to 30 degrees from N. Then a double turn = 120 will be due W; and another double turn will be a heading of 150 from N which is the 30 degrees E of S, which means the pattern will be symmetrical - just at a shallower approach angle.

    Will likely try the mission this PM.

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    Quote Originally Posted by ShadowDragon View Post
    Making the cards work should be a simple matter of adjusting the approach angle. In the diagram the approach angle is 45 degrees from N. With a turn of 135 counter-clockwise the plane is heading due W; another turn of 135 and it's heading i s135 degrees (from N). Then the turns are done in reverse order (i.e., clockwise) to make the pattern symmetrical.

    To make 60 degree turns work (i.e,, 2 turns of 60 degrees = 120 degrees), I will adjust the approach angle to 30 degrees from N. Then a double turn = 120 will be due W; and another double turn will be a heading of 150 from N which is the 30 degrees E of S, which means the pattern will be symmetrical - just at a shallower approach angle.

    Will likely try the mission this PM.
    Well, it scarcely mattered what pattern was flown. Neither tandem was able to finish a complete loop - one shot down just having radioed the 1st call and the other the 1st correction - no one left to see if the correction landed on target, which it didn't. Total victory for the Hun - all three Entente aircraft shot down to one Hun and no targets hit.

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    Aah, it would seem that Oswald Boelke has really recovered from his Asthma attack and continues to help Jasta 2 to retake command of the skies from us Bulldogs Don't know what your guys faced Paul, but Dave had two Albatros DIs or IIs against him and they can be lethal. The reality was much the same sadly. September 1916 saw Jasta 2 with 25 kills between them (Boelke 10), for the loss of four; one of those to anti aircraft fire if memory serves. Tough time for the RFC and the tandem crews in particular. At that stage Jasta 2 had 5 Albatros DIs and 1 DII between them, so were able to make them count. Not sure of the stats for the other Jastas formed at the time (If anyone knows I'd love to hear from you) but I understand there were still quite a few Halberstadt DIIIs about. The Albatros DII was fully in operation by mid October and the RFC casualty figures were not pretty to look at.

    Sorry if you had a rough time with the Mission - it was intended to be reasonably balanced. But perhaps I got that wrong. I did play test it quite a few times, and it seemed fine then. But I was never able to test it live with my friends, for obvious reasons. I'm sure they would have pointed it out had I made the mission too unbalanced. But there you go, that's lockdown for you.
    Last edited by mikeemagnus; 04-10-2021 at 04:55.

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    Quote Originally Posted by mikeemagnus View Post
    Sorry if you had a rough time with the Mission - it was intended to be reasonably balanced. But perhaps I got that wrong. I did play test it quite a few times, and it seemed fine then. But I was never able to test it live with my friends, for obvious reasons. I'm sure they would have pointed it out had I made the mission too unbalanced. But there you go, that's lockdown for you.
    Balance will depend on the chosen planes. I had two Albatros DII vs a Strutter, for which the observer was too busy to fire half the time, and a Nieuport 11. Without some lucky cards the results were expected. Switch sides with a Hun tandem and Albatros DII vs two Nieuport 11 and its very different. Perhaps there needs to be an option for more or fewer scouts depending on what planes are chosen - e.g., either the Huns get just the two scouts (3 Albatros would have been overkill - and I did have that 3rd one prepped to go) or two Nieuport 11 as escorts.

    Other thoughts on the mission - it takes a long time to complete a loop and likely two loops will be needed to destroy a target. For much of that time the tandem’s observer won’t be able to fire back. That means success will require destroying the attacking scouts early on, which is tough to do with B guns versus 14 damage point planes unless ones gets some lucky cards early on.
    Last edited by ShadowDragon; 04-10-2021 at 16:24.

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    The Sea Dogs might have had a rough time. It wasn’t the result I expected but it turned out, storyline material-wise, very well indeed.

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    OK Paul - I'm not completely on the same wave length as you, sorry. If you use an RFC tandem like a Strutter and a Nieuport 17 scout (both available), rather than a 10, then you have a bit more strength, although the 17 still needs to be "B" firing. The observer on the tandem should have plenty of opportunities to fire back. The only time he cannot is a) when he is calling a shot, b) when he's noting the fall of the shot, (from any direction),and c) when he's calling in corrections. This is three manoeuver cards only. Also, if you look carefully, I have given players the opportunity (not compulsory of course) to call a shot on both targets in one cycle. That should have evened thing up considerably too.
    As for the Central Powers, well, if you consider your Bulldogs to be in the same sector as Jasta 2 (Boelke) then yes, you are in trouble. But there is no reason you cannot even things out a bit and use just one Albatros and two of something else. Depends if you want historical accuracy or an enjoyable game. And no reason why you cannot have both.
    I take your point about the time it takes for the tandem to complete a figure of eight cycle, but that was the whole idea for the mission. This wasn't just some random idea I produced - it actually happened. And our tandems were very vulnerable, just as those of the central powers.
    And I guess there is not much I can do about the draw of the cards. You win some, you lose some!
    No offense intended bye the bye - I'm just trying to help

  29. #29

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    Quote Originally Posted by mikeemagnus View Post
    OK Paul - I'm not completely on the same wave length as you, sorry. If you use an RFC tandem like a Strutter and a Nieuport 17 scout (both available), rather than a 10, then you have a bit more strength, although the 17 still needs to be "B" firing. The observer on the tandem should have plenty of opportunities to fire back. The only time he cannot is a) when he is calling a shot, b) when he's noting the fall of the shot, (from any direction),and c) when he's calling in corrections. This is three manoeuver cards only. Also, if you look carefully, I have given players the opportunity (not compulsory of course) to call a shot on both targets in one cycle. That should have evened thing up considerably too.
    As for the Central Powers, well, if you consider your Bulldogs to be in the same sector as Jasta 2 (Boelke) then yes, you are in trouble. But there is no reason you cannot even things out a bit and use just one Albatros and two of something else. Depends if you want historical accuracy or an enjoyable game. And no reason why you cannot have both.
    I take your point about the time it takes for the tandem to complete a figure of eight cycle, but that was the whole idea for the mission. This wasn't just some random idea I produced - it actually happened. And our tandems were very vulnerable, just as those of the central powers.
    And I guess there is not much I can do about the draw of the cards. You win some, you lose some!
    No offense intended bye the bye - I'm just trying to help
    By 'half the time' I meant half the opportunities for firing - before aborting the mission. While executing the mission pattern, the tandems took 3 shots but missed 3 opportunities. Those 3 opportunities would have made a big difference as just one Albatros got back to base with just one hit left.

    I did not understand at all that the observer could be ranging artillery on two different targets in the same cycle. Could they radio the coordinates for both targets at the same time (i.e., on the same straight card heading back).

    It was always my intention to fly Albatros DII on the final mission - regardless of the balance - so be that on my head not the scenario designer. Also, I'm flying the RNAS - so no Nieuport 17, SPAD VII or Sopwith Pups - unless one is another Paul.

    It was totally clear that you didn't make up the flying pattern. I'm just reporting back, respectfully, the feedback you requested. Yes, "it actually happened", but it's a wee bit a fancy to think our games are like it happened. For one, it's far too easy to become an ace in our games. For another, most real missions ended up without anyone being shot down or shooting down an opponent - if the Jasta logs in the Jasta 23 and Jasta 30 Aerodrome books are representative - realistic but those make for boring games.
    Last edited by ShadowDragon; 04-10-2021 at 07:50.

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    Mike, to be clear - I'm only providing feedback on game balance as you requested. It's only the perspective from a single game with a specific choice of combatants. I can't really speak to other choices or over a range of games - just this one example.

    As for the mission as part of the campaign it was fun and I'm very happy with the outcome as it tweaked my storyline in unexpected directions, which makes me happy. If I just wanted to 'win' the scenario I could have used Fokker E.III or have come up with a reason to be using SPAD VII or even Nieuport 17 with 'A' firing guns - as an experimental RNAS trial.

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    Just got to look at this and it looks interesting, as do the comments. I didn't know about the aerial orientation, that would make a lot of things difficult, something I've never thought of, so thanks for that Mike.

    From the comments it doesn't sound as if a Be2C is going to work against a pair of Albatros Dll's' maybe a bit of fancy flying will make the difference.

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    OK Paul, points taken Glad you enjoyed it. Thanks for the feedback too

    a Be2C is going to work against a pair of Albatros Dll's'
    Like to see you try

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    Quote Originally Posted by mikeemagnus View Post
    OK Paul, points taken Glad you enjoyed it. Thanks for the feedback too

    Like to see you try
    They're in the air as we speak, well the Be2C is, but I'm only putting Halbersdadts up as opposition so it's probably no contest.



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